[cod] Multiple COD:UO servers on the same box

BludGeonT[EUG] bludgeont at gmail.com
Thu Dec 9 03:55:32 EST 2004


I would rather use screen than nohup. preventing oneself from getting
access to the console is something at least I wouldnt recommend.

screen -dmS ./cod_lnxded +set net_ip xxx +set net_port xxx +set
sv_punkbuster 1 +set dedicated 2 +exec server.cfg

screen -list

screen -r PID

Just my 2 cents, and rather than sym-links, try hardlinks for all the
pk3 files, and create actual copies of the binaries to each instance
rather than sym-linking.  Or you can chmod the main binary so that
each execution of it will start itself in its own memory space and not
clobber other games running the same binary in the same memory space.


On Wed, 8 Dec 2004 13:17:06 -0600, Jay Vasallo <jayco1 at charter.net> wrote:
> Good question. I am waiting for the linux version also. I am not sure about
> the homiepath in MOH-PA. I know if it has PB within the code, it will have
> the homepath. Sorry i can't be of much help.
> 
> 
> 
> 
> ----- Original Message -----
> From: "hotrod deathtoll" <hotrod_death_toll at yahoo.com>
> To: <cod at icculus.org>
> Sent: Wednesday, December 08, 2004 1:05 PM
> Subject: Re: [cod] Multiple COD:UO servers on the same box
> 
> > Okay I didn't realize the command line switches
> > fs_basepath and fs_homepath existed.  That rocks!!  Do
> > those command line switches work in MOHAA:SH too?
> > Sorry for the MOH ques on the cod page but my server
> > is running both.
> >
> > John
> >
> > --- Jay Vasallo <jayco1 at charter.net> wrote:
> >
> >> You can always keep the lines nice and short and
> >> just end the line with a forwared slash \ .
> >>
> >> Example
> >>
> >> nohup ./cod_lnxded +set fs_basepath /usr/games/cod
> >> +set fs_homepath /home/hyppe/cod \
> >> +exec tdm_mp.cfg +set dedicated 2 +map_rotate +set
> >> net_ip xxx.xxx.xxx.xxx \
> >>
> >> What happens if you make a mistake and the mistake
> >> is on the start up line and you can't see it cause
> >> it is scrolled off the screen? This way you can see
> >> all lines in front of you at all times
> >>
> >> =o)
> >>
> >>
> >>
> >>   ----- Original Message -----
> >>   From: Fredric Ollikala
> >>   To: cod at icculus.org
> >>   Sent: Wednesday, December 08, 2004 12:02 PM
> >>   Subject: Re: [cod] Multiple COD:UO servers on the
> >> same box
> >>
> >>
> >>   My question too. Below is an example what one of
> >> my startup scripts looks like.
> >>
> >>   #!/bin/sh
> >>   #
> >>   # cod startup script
> >>   #
> >>
> >>   cd /usr/games/cod
> >>
> >>   nohup ./cod_lnxded +set fs_basepath /usr/games/cod
> >> +set fs_homepath /home/hyppe/cod +exec tdm_mp.cfg
> >> +set dedicated 2 +map_rotate +set net_ip
> >> xxx.xxx.xxx.xxx +set net_port 28960 >/dev/null 2>&1
> >> &  <--- should be on the same line as above, the
> >> line was too long and was cut into 2.
> >>   ps ax |grep tdm_mp.cfg |grep -v grep |awk '{print
> >> $1;}' > /home/hyppe/cod/pid.tdmcod
> >>
> >>   exit 0
> >>
> >>   fs_basepath is where the game is installed.
> >>   fs_homepath is where all user configfiles,
> >> logfiles, mods and so on goes.
> >>
> >>
> >>   Just put the text in a file called "codtdm" or
> >> whatever and do "chmod +x codtdm". To execute it
> >> just type ./codtdm
> >>   This will launch the server into the background
> >> and also create a file containing the server pid
> >> (process id).
> >>
> >>   I use another script that runs every 10 minutes
> >> using Crontab, to check if the server is still
> >> running, if not it will be restarted executing the
> >> script above.
> >>
> >>   Best regards:
> >>
> >>   Fredric Ollikkala
> >>
> >>
> >>
> >>   ----- Original Message -----
> >>   From: "Jay Vasallo" <jayco1 at charter.net>
> >>   To: <cod at icculus.org>
> >>   Sent: Wednesday, December 08, 2004 6:41 PM
> >>   Subject: Re: [cod] Multiple COD:UO servers on the
> >> same box
> >>
> >>
> >>   > Symlink? Why?
> >>   >
> >>   >
> >>   >
> >>   > ----- Original Message -----
> >>   > From: "hotrod deathtoll"
> >> <hotrod_death_toll at yahoo.com>
> >>   > To: <cod at icculus.org>
> >>   > Sent: Wednesday, December 08, 2004 11:37 AM
> >>   > Subject: RE: [cod] Multiple COD:UO servers on
> >> the same box
> >>   >
> >>   >
> >>   >> Thanks David.  That's what I wanted to know
> >> because I
> >>   >> wanted to keep it clean like you guys are
> >> running
> >>   >> yours.
> >>   >>
> >>   >> Thanks again.
> >>   >>
> >>   >> John
> >>   >>
> >>   >> --- david at fuess.net wrote:
> >>   >>
> >>   >>> That's how our servers are setup. We have a
> >> common
> >>   >>> install location for
> >>   >>> all games, then symlink the shared components
> >> into
> >>   >>> each games' home
> >>   >>> directory. The configuration files are local
> >> to the
> >>   >>> game so you can run
> >>   >>> different configs on each game server if you
> >> like.
> >>   >>> We normally designate
> >>   >>> one a Public server that we keep "stock", one
> >> a
> >>   >>> "Custom" server that may
> >>   >>> have custom mods or maps, and another a
> >> "Match"
> >>   >>> server that is
> >>   >>> configured in accordance with the rules of the
> >>   >>> competition league (TWL,
> >>   >>> OGL, whatever).
> >>   >>>
> >>   >>> Dave
> >>   >>>
> >>   >>> > -------- Original Message --------
> >>   >>> > Subject: RE: [cod] Multiple COD:UO servers
> >> on the
> >>   >>> same box
> >>   >>> > From: "Darren Rathbone"
> >> <darren at rathbone.org.uk>
> >>   >>> > Date: Tue, December 07, 2004 6:38 am
> >>   >>> > To: cod at icculus.org
> >>   >>> >
> >>   >>> > Certainly can, as long as the servers are
> >> using
> >>   >>> different ports and/or IPs
> >>   >>> >
> >>   >>> > Rgds
> >>   >>> > PapaLaz
> >>   >>> > {tTs.}'TechSpot.co.uk
> >>   >>> >
> >>   >>> > -----Original Message-----
> >>   >>> > From: hotrod deathtoll
> >>   >>> [mailto:hotrod_death_toll at yahoo.com]
> >>   >>> > Sent: 07 December 2004 14:34
> >>   >>> > To: cod at icculus.org
> >>   >>> > Subject: [cod] Multiple COD:UO servers on
> >> the same
> >>   >>> box
> >>   >>> >
> >>   >>> > Can you have two gameserver processes use
> >> the same
> >>   >>> > binaries and .pk3's without any problem??
> >>   >>> >
> >>   >>> >
> >>   >>> >
> >>   >>> > __________________________________
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> 
>



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